Rock, Paper, Shotgun

How many drops? 38. Simulated.

Posted by Kieron Gillen on February 21st, 2008 at 8:51 pm.

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No game has ever been influenced by Aliens, ever. You'd have thought someone would have borrowed some element from it, but no, it's untouched ground completely.

And here’s another one. We’ve known that Gearbox were working on an Aliens FPS – whose name has now been confirmed as Aliens: Colonial Marines – but Sega have released some more information. It’s going to have a script from Battlestar Galactica (The Good one, obv) scribes Bradley Thompson and David Weddle, and while based on the mood and tone of the film, will take the Sulaco to new specially crafted destinations where hopefully our marines won’t all get killed again and have to be saved by the civilian. New weapons are promised, perhaps finally revealing the much-hailed Colonial Marine favourite the pointy stick. Probably the most exciting feature is the 4-player co-op, where – let’s quote the press-release rather than the film – we “will assume the persona of a Colonial Marine and have a distinct role to play in the completion of every mission”. RPS have already had their characters assigned. Jim will be Hicks. I’m Hudson. Alec is Vasquez. Walker is Newt. Stone will be Bishop. Quinns is Wierzbowski . We haven’t a visual yet but Eurogamer have found some cheery magazine scans you can see over here.

How do you get into this chicken-shit outfit? You’ll have to cryo-sleep until the end of the year. Until then, you can amuse yourself with this splendid Java version of the old Aliens board-game.

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53 Comments »

  1. Flint says:

    Actually, I found the Predator campaign in the first AvP to be the hardest of the three. Yeah you’ve got weapons that lock on and kill stuff from one hit etc, but against swarms of aliens it still wasn’t enough, thanks to the energy constantly running out and the recharge batteries being hidden quite nicely. I always did find it odd that the energy didn’t recharge by itself, AvP2 fixed that though.

  2. Optimaximal says:

    However, it also shows just how far we’ve come in terms of shooter game mechanics and storyline. The main thing is that it relies on the old-school shooter mechanics of “you hit whatever is under your crosshairs,” so shotguns are just as accurate as sniper rifles, and the only penalty for firing on full-auto is that you burn through your ammo a bit faster. There’s no sense of using the right weapon for the right job, and of course you’re lugging around 5-6 hefty guns at any given moment.

    Are you sure you didn’t accidentally just load the shotgun with the iron slugs? Those could take out a praetorian with 2-3 shots at distance. The buckshot ammo was useless in comparison.

    The story was par for 2001, which is to say there’s a narrative, but it’s very disjointed and feels like the developers scrambled to tie together a bunch of pre-built (and not always related) levels.

    The problem with AvP2’s storyline was that it didn’t give the player any impression of a timeline. All 3 stories were intertwined, but it was never made clear how so because you could play each campaign from start to end missing the subtleties, like when all 3 characters are in the same room around the middle of the game. It really needed a CoD-style linear campaign that moved you between the 3 characters as required.

  3. Iain says:

    The Predator energy in AvP did recharge, albeit very, very slowly. I recall having to spend five minutes hidden in corners waiting for my energy to recharge after every time I used the healing kit, as the energy wouldn’t recharge if your cloak was on…

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